Medium Fey, Lawful Evil
Armor Class 22 Natural Armor
Hit Points 270 (20d12 + 140)
Speed
STR
16 (+3)
DEX
20 (+5)
CON
24 (+7)
INT
18 (+4)
WIS
24 (+7)
CHA
20 (+5)
Senses Passive Perception 25
Languages --
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Special Trait Name.

Feat: Alert

Always on the lookout for danger, you gain the following benefits:

  • You can't be surprised while you are conscious.
  • You gain a +5 bonus to initiative.
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Summon Shadows (3/Day). Upon activation, conjures 3 Shadows at a position it sees within 60ft, the Shadows appear in an unoccupied space and act as an ally of its' summoner, the Shadows remain for 2 minutes or until they/the summoner hit 0 hit points, or the summoner dismisses them with an action.

Unrelenting Darkness. If they succeed on a spells saving throw, on a spell that has no physical damage, they absorb the spell reducing the damage to 0 as well as regaining hit points equal to the level of the spell slot used x2 (min of 1hp.)

Resistant to Magical Weapon Damage (but takes normal damage from non-magical weaponry.)

Spellcasting. The Evil Plum is a 18th-level spellcaster, however, does not know 7th-9th level spells can only use the slots for upcasting.

Its spellcasting ability is Wisdom (spell save DC 21, + 10 to hit with spell attacks).

The Evil Plum has innate spell casting, and spell slot casting. The Evil Plum can innately cast the following spells, requiring no material components:

At will: Disguise Self, Charm Person, Invisibility, Misty Step, Tree Stride (limited to 100ft),

3/Day each: Counter Spell 6th level, Greater Invisibility, Teleport, 1/Day each: Wraith of Nature, Disrupt Magic (when using a magic item/spell you must roll a flat d20 and get 10+, otherwise the magic does not take form, lasts 4 rounds), Regenerate.

Spells prepared: Cantrips (at will): Sapping Sting,

1st level (5 slots): Entangle, ensnaring strike, expeditious retreat, silvery barbs.

2nd level (4 slots): Obscuring mist, Wrist Pocket, Enhance Ability, Warding Wing.

3rd level (4 slots): Pulse Wave, Plant Growth, Water Walk, Water Breathing.

4th level (4 slots): Grasping Vine, Freedom of Movement,

5th level (3 slots): [spell name], [spell name]

6th level (3 slots): Programmed Illusion, Chain Lightning, Bones of the Earth.

7th level (2 slots): [slots only no spells

8th level (1 slot): [slots only no spells]

9th level (1 slot): [slots only no spells]

Actions

Action Name. Enter the description for your action.

Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage. 

Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Rod of Mistakes (Costs 1 Actions). Cast a spell off spell list below 5th level, or from innate spell casting of 3/days.

Legendary Action Name (Costs 1 Legendary Action). preform an special ability, such as summoning ir such.

Magical Burst (Costs 2 Legendary Actions). Unleash a AOE blast of magic around him, with a 30ft range. All within range must make a dex AND str saving throw. Failing the dex makes them take 4d8 force damage, and 4d8 magical bludgeoning damage. Half the amount on a successful save. Failing the str save causes them to be thrown back outside the range of the burst, crashing into objects if they're in the way, damaging objects and throwing them back within range too. Dex save has DC of 22, str has DC of 25.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

Part of it is two rooms. One of unmarked potions that identify below 5th level can't determine what they are. (A 5th level identify is rarely used but gives players a chance to know what they are) And another more secret one that has potions plum knows what they are.

The lair is the forest. The deeper in the more powerful/numerous the actions become, perhaps. Fey dragon ones. Up damage, or what can happen, such as sprouting walls of vines people need to cut through (with it having 10-20 hp) and other things.

Once all enemies of the current battle are inside the boundaries of the forest, Plum may cause the forest to darken, all sight based on vision is reduced to 20ft (except for true sight), Light sources can illuminate past the 20ft, but only up to 30ft. Lasts for 1min at a time. 

Regional Effects

The region containing Plum’s lair is the Fey Realm/forests (including the material plain), which creates one or more of the following effects:

  • Up to 10 miles away from the forest, and throughout the whole forest, there are 100 foot diameter pockets of wild magic, beings in there can be subjected to numerous magic effects, whether good or bad. (USE WILD MAGIC TABLE PLZ.)

If the [monster name] dies, these effects fade over the course of #d# days.

PlumDaFloofMoth

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